Unaligned – Breaching Robot
This datasheet does not meet the selection criteria (see Settings tab).
NAME  M WS BS S T W A Ld Sv Base
35
Sentry Turret (base: Use model)
35
Sentry Turret
6" 4+ - 4 4 3 2 10 4+ Use model
A Breaching Robot is equipped with: cutting blade; cutting gear.
WEAPON
RANGE
TYPE
S
AP
D
ABILITIES 
Cutting blade
Cutting blade
Melee
Melee
User
-2
1
-
OTHER WARGEAR
ABILITIES 
Cutting gear
Each time the bearer finishes a Normal Move, you can open one Hatchway that is within 1" of it. Your opponent cannot attempt to prevent that Hatchway from opening.
Cutting gear
Each time the bearer finishes a Normal Move, you can open one Hatchway that is within 1" of it. Your opponent cannot attempt to prevent that Hatchway from opening.
Bomb kit
In your Command phase, the bearer can trigger its bomb. If it does so:
  • Open each Hatchway that is within 3" of it. Your opponent cannot attempt to prevent those Hatchways from opening and those Hatchways cannot be closed again.
  • Roll one D6 for each other unit within 3" of and visible to this model: on a 2+, that unit suffers 1 mortal wound. This model is then destroyed.
When the bearer is destroyed (other than through triggering its bomb), roll one D6 before removing it from play. On a 6, it explodes, and each unit within 3" of and visible to it suffers 1 mortal wound.
Bomb kit
In your Command phase, the bearer can trigger its bomb. If it does so:
  • Open each Hatchway that is within 3" of it. Your opponent cannot attempt to prevent those Hatchways from opening and those Hatchways cannot be closed again.
  • Roll one D6 for each other unit within 3" of and visible to this model: on a 2+, that unit suffers 1 mortal wound. This model is then destroyed.
When the bearer is destroyed (other than through triggering its bomb), roll one D6 before removing it from play. On a 6, it explodes, and each unit within 3" of and visible to it suffers 1 mortal wound.
WARGEAR OPTIONS
WARGEAR OPTIONS
 • This model’s cutting blade and cutting gear can be replaced with 1 bomb kit.
ABILITIES
ABILITIES
Assault Robot: Before the battle, in the Deploy Armies step, when setting up a unit from your army within an Entry Zone, you can set this unit up alongside that unit as if it was a part of it, using the same Entry Zone.
Limited Loadout: This model cannot attempt to close Hatchways and is ignored for the purpose of controlling objective markers.
FACTION KEYWORDS: UNALIGNED
KEYWORDS: VEHICLE, BREACHING ROBOT
Mortal Wounds
Some attacks inflict mortal wounds – these are so powerful that no armour or force field can withstand their fury. Each mortal wound inflicts 1 point of damage on the target unit, and they are always applied one at a time. Do not make a wound roll or saving throw (including invulnerable saves) against a mortal wound – just allocate it as you would any other attack and inflict damage to a model in the target unit. Unlike damage inflicted by normal attacks, excess damage from mortal wounds is not lost. Instead, keep allocating damage to another model in the target unit until either all the damage has been allocated or the target unit is destroyed.

If an attack inflicts mortal wounds in addition to the normal damage, resolve the normal damage first. If an attack inflicts mortal wounds in addition to the normal damage, but the normal damage is subsequently saved, the target unit still suffers the mortal wounds, as described before. If an ability modifies the damage inflicted by a weapon, and that weapon can inflict mortal wounds in addition to the normal damage, the modifier does not apply to any mortal wounds that are inflicted (unless the rule specifically states otherwise).

  • Each mortal wound inflicted on a unit causes one model in the unit to lose one wound.
  • No saving throws can be made against mortal wounds.
  • Mortal wounds inflicted by attacks in addition to normal damage always apply, even if normal damage saved.
Normal Move
When a unit makes a Normal Move, each model in that unit can move a distance in inches equal to or less than the Move (M) characteristic shown on its datasheet, but no model can be moved within Engagement Range of enemy models.

  • Normal Move: Models move up to M".
  • Cannot move within Engagement Range of any enemy models.
Faction Rules

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Select Weapon
When a model makes a close combat attack, it must do so using a melee weapon (i.e. a weapon that has the ‘Melee’ type). The weapons a model is equipped with are described on its datasheet. If a model is not equipped with any melee weapons, or if it cannot make an attack with any of the melee weapons it is equipped with, then that model makes its attacks using a close combat weapon, which has the following profile:

WEAPONRANGETYPESAPD
Close combat weaponMeleeMeleeUser01

If a model has more than one melee weapon, select which it will use before resolving any attacks. If a model has more than one melee weapon and can make several attacks, it can split them between these weapons however you wish – declare which attacks are being made with which weapons before any attacks are resolved. If the selected weapon has more than one profile that you must choose between, you must declare which profile is being used at the same time. Different attacks made with such a weapon can be made using different profiles if you wish.

If your unit is making attacks with more than one melee weapon against a unit, and those weapons have different characteristics profiles, then after you have resolved an attack with one of those weapons you must, if any other weapons with the same characteristics profile are also being used to make attacks against that unit, resolve those attacks before resolving any attacks against the target with a weapon that has a different characteristics profile. Note that all the attacks you have declared are always resolved against the target unit even if, when you come to resolve an individual attack, no models in the target unit remain in range (this can happen because of models being destroyed and removed from the battlefield as the result of resolving other attacks made by the attacking model’s unit first).

  • Each close combat attack is made with a melee weapon.
  • A model makes attacks using the close combat weapon profile if it has no other melee weapons.
  • If a unit attacks with multiple weapons, all attacks made with weapons that have the same profile must be resolved before resolving attacks with the next.
Entry Zones
In Boarding Actions, each player will have one or more deployment zones called Entry Zones. Each time a unit from your Boarding Patrol is set up, it must be set up wholly within one of your Entry Zones. If a unit will not fit wholly within an Entry Zone, all of its models must be set up as close to the centre of that Entry Zone as possible.

You cannot set up a unit within an Entry Zone if any other unit is in that Entry Zone. However, when setting up a unit at the start of the battle, you can set up your WARLORD alongside that unit as if it was a part of it, using the same Entry Zone. Rules that prevent a unit from being set up within a specific distance of another model or unit cannot prevent a unit from being set up within an Entry Zone.
Engagement Range
When measuring to see if one model is within Engagement Range of another, if the shortest line between those two models passes through an open Hatchway, then those models are within Engagement Range if they are within 2" of one another, as shown below.


  • Both Models B and C are within Engagement Range of Model A, as the shortest distance between them passes through an open Hatchway and they are within 2" of one another.
  • However, Model D is not within 2" of Model A and so these two are not within Engagement Range.
Operate Hatchway
One or more units from your army can start to perform this action at the end of the Move Units step of your Movement phase if they are within 1" of a Hatchway. This action can be performed by any unit that is not within Engagement Range of any enemy models, even if that unit is being affected by a rule that would normally prevent it from performing actions. The action is completed at the end of your Movement phase if no enemy models are within 1" of that Hatchway. If there are any enemy models within 1" of that Hatchway, your opponent can attempt to prevent the action from being completed. If they do so, roll off with your opponent; each player adds the Strength characteristic of one of their models that is within 1" of that Hatchway to their respective scores. If you win, the action is completed; otherwise, the action fails. If completed, that Hatchway opens (if it was closed) or closes (if it was open).

If a Hatchway opens and units on opposite sides of that Hatchway now find themselves within Engagement Range of each other, then those units will be eligible to fight during the subsequent Fight phase, but neither of those units count as having made a charge move this turn.


Before opening the Hatchway, Model A and Model B are not within Engagement Range of one another.


After Model A opens the Hatchway, it is within Engagement Range of Model B as the shortest distance between them passes through an open Hatchway and they are within 2" of one another. In the following Fight phase, both units will be eligible to fight, but Model A’s unit will not count as having charged that turn.
© Vyacheslav Maltsev 2013-2023